Thanks for the update!
The one major element is that catches people is, "if it's not visible in framing the scene, the GM needs to use Threat to add it during the scene."Hmm the The Krewlod Frontier looks like a nice starter adventure, I'm not familiar with how the 2D20 rules play, but I do like the focus on Strategic Goals and how theyve managed to integrate Unit and Solo Adventure play together without getting complex. The Prep-Exploration-Adventure-Tavern-Battle Phases give a nice formalised structure to game play
The "Heroes of Might & Magic" series was significantly more popular than the Might & Magic CRPG.It's sort of weird that they're basing the RPG on the strategy game Heroes of Might & Magic and not on the actual CRPG series Might & Magic. I'm guessing Heroes has better name recognition or something?
It is pretty generic, knights and wizards, orcs and elfs.Man, I remember almost nothing about the (edit: Heroes of) Might & Magic series except that I enjoyed the gameplay. The setting wasn't even slightly memorable to me; it felt pretty generic. It seems like a strange IP to go after.
I know some of the CRPGs had an ancient aliens thing going on but I don't know if that transferred over to the strategy games.It is pretty generic, knights and wizards, orcs and elfs.
The fun came from hex-exploration, building your fortress/settlement and recruiting monsters to fight for you against other factions. Iirc at higher levels you could recruit a dragon and angels.
There was possibly an Angels were ancient alien background too?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.